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security-game/CHANGELOG.md
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zwitschi 659b0e35b2
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Make the vision judge discover cost-effective OpenRouter models
Add openrouter_judge.py to rank live image+JSON models by advertised price,
with ordered fallbacks, auth-error handling and auto selection. Wire both judges
to --model auto, record the model used, and add fake-catalogue/mocked-call
tests. Re-run the judges with the valid key: 13/13 screen designs match, 0 diff;
the Forward+ A/B report records the selected model and ~$0.006 spend. Headless
231/231, Python 94/94.
2026-11-01 19:55:43 +01:00

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Changelog

All notable user-facing changes to Gig Line. The format follows Keep a Changelog, and versions use Semantic Versioning.

[0.7.2] — 2026-11-01

Added

  • Automatic OpenRouter model selection for the screenshot judges: the cheapest currently available image+JSON-capable model is used, with ordered fallbacks and a pinned GIG_LINE_JUDGE_MODEL/--model override.

Changed

  • The judge reports the model that produced each verdict and fails clearly on an invalid API key instead of retrying other models.
  • The screen-design and realism reports now include the fresh judge results.

Fixed

  • The blocked screenshot judge now runs with the valid OPENROUTER_API_KEY (13/13 screen designs match, 0 diff).

[0.7.1] — 2026-11-01

Added

  • An optional Desktop HQ build for Windows and Linux that uses Forward+, volumetric fog and SDFGI, packaged with an override.cfg beside the executable.
  • Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset tuned so the entrance facade stays readable.

Changed

  • The normal Compatibility build remains the default; the preset only affects the extracted Desktop HQ copy.
  • Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline unchanged.

Fixed

  • The flashlight no longer disappears at night on Godot 4.7 under the old attenuation curve.
  • Headless and Web builds stay non-volumetric and boot normally when Forward+ is unavailable.

[0.7.0] — 2026-11-01

Changed

  • Agent workflow now requires maintaining this changelog for every patch, minor, and major version.

[Unreleased]

Added

  • Distinct venue geometry: the Joke Shop is now a narrow brick alley with a shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier line at the door.
  • The README gallery includes captured Joke Shop and TV Studio views.

Changed

  • Venue geometry is data-driven through WorldBuilder.VENUE_SPECS; switching venues rebuilds the world while keeping the guard and UI intact.
  • Each venue has its own navigation bounds and concept-gallery mapping.

Fixed

  • The Joke Shop no longer renders the Hollywood skyline or marquee.
  • The TV Studio no longer uses the boulevard marquee or palm-lined layout.

[0.6.1] — 2026-11-01

Added

  • Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
  • Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
  • A runtime image root (assets/images/) with a UI and scene art loader; the start menu, pause, settings, shift review, radio, wand, inspection, and radial menu are styled against their mockups.
  • NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
  • A staged NPC portrait capture for judging avatar quality up close.
  • Gear-fit checks (tools/blender_assets.py fit) and regression tests for head and back gear.

Changed

  • Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames; the Late phase uses wet asphalt.
  • The flashlight is a tighter forward spot that reads in the dark.
  • Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the coat and dress skirts; firefighter helmet lifted off the brow.
  • The README now links to focused docs pages for gameplay, architecture, setup, asset tooling, development status, and the manual smoke checklist; PLAN.md was compacted into a design plan.

Fixed

  • Sidewalk overexposure at the entrance reduced to match the concept target.
  • The body-camera overlay no longer overlaps the shift/reputation/crowd status.
  • Selecting a venue releases the menu input lock and recaptures the mouse.
  • The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no longer cuts into the brow ridge; the portrait subject now faces the camera.
  • --portrait-type is now parsed and applied instead of being ignored.

[0.6.0] — 2026-11-01

Added

  • Blender-authored character, gear and prop library with baked ambient occlusion.
  • Higher-resolution environment textures with tangent normal maps.
  • Phase-driven emissive details on library props, characters and street dressing.

Changed

  • The game was renamed from "Step Line" to "Gig Line".

Fixed

  • NPCs now face their movement direction instead of walking backwards.

[0.5.0] — 2026-11-01

Added

  • Articulated NPC characters with layered outfits, hand items, face/hair variety, idle behaviour, reaction symbols, queue offsets and three LOD tiers.
  • Player acceleration/braking, step-up assist, head bob, landing dip, precision-walk feedback and surface-aware footsteps.
  • Remappable keyboard and gamepad controls.

Changed

  • Crowd roles now select deterministic character variants and props.

[0.4.0] — 2026-11-01

Added

  • Collision and navigation footprints for every street prop.
  • Zoned prop placements with deterministic variants and small clutter.

[0.3.3] — 2026-11-01

Added

  • Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.

[0.3.2] — 2026-11-01

Added

  • AI reference mockups for the seven remaining catalogue screens.

[0.3.1] — 2026-10-31

Added

  • Prop models drawn with a single texture atlas (one material per prop).

Changed

  • The Web build is listed in the README downloads table.

[0.3.0] — 2026-10-31

Added

  • Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based colour grading.
  • Framed facade windows, door trim, curb and lane markings.
  • Generated street-furniture models and the Web export.
  • Aim-free targeting, a focus cone and precision walk.

[0.2.16] — 2026-10-31

Added

  • Venues authorable as editor .tres resources.

[0.2.15] — 2026-10-31

Added

  • A vision-model judge for comparing screenshots against reference designs.

[0.2.14] — 2026-10-31

Added

  • Anonymous release downloads enabled on the host.

Fixed

  • Strings.fmt keeps positional placeholders stable when new keys are added.

[0.2.13] — 2026-10-31

Added

  • Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.

[0.2.12] — 2026-10-31

Fixed

  • Release uploads fail loudly instead of leaving an empty release with a green job.
  • Pruned releases restored and CI publishing verified end to end.

[0.2.11] — 2026-10-31

Fixed

  • Releases publish using the runner's checkout credentials when no token or git credentials exist.

[0.2.10] — 2026-10-31

Fixed

  • Release publishing fixed with a CI token fallback.

[0.2.9] — 2026-10-31

Added

  • Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.

[0.2.8] — 2026-10-31

Added

  • Procedural crowd ambience that rises with crowd mood, and a radio crackle.

[0.2.7] — 2026-10-31

Added

  • NPC theater poses: sitting, taking photos, filming, and performing.

[0.2.6] — 2026-10-31

Added

  • A body-camera timeline on the shift review for stepping through recorded events.

[0.2.5] — 2026-10-31

Added

  • Emergency aftermath: evacuation clears the entrance, and unjustified calls write an investigation note with a false-report reputation hit.

[0.2.4] — 2026-10-31

Added

  • Crowd presentation: onlookers rubberneck at incidents and clear out during panic.

Fixed

  • NPC navigation issues resolved.

[0.2.3] — 2026-10-31

Added

  • Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning body-camera flag, blocking that stations the guard in front of the door, and requesting a reason for entry.

Fixed

  • A dead incident-recording path.

[0.2.2] — 2026-10-31

Added

  • Session shell: startup menu with venue selection, pause overlay, settings persistence, and a "run another shift" flow back to the menu.
  • Control pass: focus cone, head ring, radial action menu, and named input actions.

Fixed

  • Release publishing now uploads the installer and AppImage.

[0.2.1] — 2026-10-31

Added

  • Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
  • An AI texture generation mode in the asset pipeline.

Fixed

  • NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
  • Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.

[0.2.0] — 2026-10-31

Added

  • First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
  • Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement and states, and escalation from observation through deterrence, warnings, and blocking.
  • Access verification for wristbands, IDs, tickets, credentials, and guest lists, with admit/redirect/hold/refuse decisions and feedback scoring.
  • Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
  • Incident recording, body-camera evidence, reputation scoring, crowd reactions, and an end-of-shift review.
  • Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including a mental-health crisis event.
  • A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
  • Save/persistence, navmesh pathfinding, and JSON localization.
  • Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
  • Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
  • Downloadable Linux, Windows, and macOS builds published by CI.

Removed

  • The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).